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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling
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@ -12,10 +12,12 @@ vec3 DoAmbientLightColor(
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
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// do torch lighting.
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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return IndirectLight + TorchLight;
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}
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@ -253,7 +253,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
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#define LIGHTSOURCE_REFLECTION
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#endif
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#define EMISSIVE_TYPE 2 // [0 1 2 3]
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#define EMISSIVE_TYPE 0 // [0 1 2 3]
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#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
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#define Emissive_Curve 2.0 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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@ -265,6 +265,7 @@ vec3 DoCloudLighting(
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){
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float powder = 1.0 - exp(-5.0 * sqrt(density));
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// float powder = 1.0 - exp(-15.0 * density);
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vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog);
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